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Shader14.shader
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Shader "Image/Shader14"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Fog Color", Color) = (1,1,1,1)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float3 _Color;
float rand(float2 p){
return frac(sin(dot(p ,float2(12.9898,78.233))) * 43758.5453);
}
float noise(float2 x)
{
float2 i = floor(x);
float2 f = frac(x);
float a = rand(i);
float b = rand(i + float2(1.0, 0.0));
float c = rand(i + float2(0.0, 1.0));
float d = rand(i + float2(1.0, 1.0));
float2 u = f * f * f * (f * (f * 6 - 15) + 10);
float x1 = lerp(a,b,u.x);
float x2 = lerp(c,d,u.x);
return lerp(x1,x2,u.y);
}
float fbm(float2 x)
{
float scale = 3;
float res = 0;
float w = 4;
for(int i=0;i<4;++i)
{
res += noise(x * w);
w *= 1.5;
}
return res;
}
fixed4 frag (v2f i) : SV_Target
{
float rd = fbm(i.uv + _Time.x);
float3 col = tex2D(_MainTex,i.uv).rgb;
float3 col_fog = {rd,rd,rd};
col_fog *= _Color;
col = lerp(col, col_fog,0.2);
return fixed4(col,1);
}
ENDCG
}
}
}